Difference between revisions of "Southern Swamp"

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[[File:Southern_Swamp.png]]
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<onlyinclude>{{
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{{{tpl|DungeonInfobox}}}
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|DungeonName=Southern Swamp
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|ShortHand=ThiefGatewayDungeon
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|Rumor=''The swamp is the home of serpents and naga. Poison and weakness can lay low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled 'excavators'.''
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|SpecialRules=Dungeon filled with {{m|Mysterious Murkshade}}s
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|Difficulty=Normal
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|MonsterStats=100%
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|Region=South
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|Monsters={{m|Naga}}, {{m|Serpent}}, other unlocked monsters and {{m|Mysterious Murkshade}}s
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|Boss={{boss|Jörmungandr}}
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|SuggestedClasses={{c|Thief}}, {{c|Rogue}}
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|Quests=
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{{q|Swamp Romp}}
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|Unlock=Complete {{q|Venture Capital}}, {{q|Dangerous Investments}}
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}}</onlyinclude>
  
The Southern Swamp is a dungeon made for thief type classes. It is unlocked by completing Robbed!
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== Quests ==
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{{:Swamp Romp}}
  
==Overview==
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== Boss ==
'''Monsters:''' All unlocked monsters, naga, and mysterious murkshades
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{{:Jörmungandr|tpl=ENBossInfo}}
  
'''Bosses:''' Jörmungandr (hp 318, attack 75, poisonous)
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== Strategy ==
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This dungeon is full of nasty effects, such as weakening, poison, and mana burn, but by exercising caution you can avoid all of these things. You must defeat the dungeon with both the {{c|Thief}} and {{c|Rogue}} to proceed further into the south, so these classes are the ideal ones to play as.  If you have the race unlocked, the {{r|Halfling}} makes an excellent thief.  Otherwise, {{r|Human}} makes a fine default.  The {{r|Dwarf}} is the best choice for Rogue, compensating for his otherwise meager hit points in this early stage of the game where you have yet to unlock other sources of bonus hit points.
  
'''Special Rules:''' None
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{{m|Mysterious Murkshade}} cause {{t|Mana burn}} whenever you attack them.  Since mana burn is cured on level-up and does not stack for any negative effects, you can simply clear the map of Murkshade just before you're about to level up and remove this hazard.  The {{m|Naga}} are much more dangerous enemies, as they permanently lower your damage by 1 point per hit with their {{t|Weakening}} ability.  Avoid this at all costs, as the penalties rack up and will come back to haunt you.  The Rogue has an easy time with Naga, as he can often finish them with a few fireballs followed by first strike and avoid the penalty altogether.  The boss, an oversized {{m|Serpent}}, has a poisonous attack.  This means that regen-fighting is ineffective against him, but standard approaches with potions and mid-battle level-ups will work just fine.
  
==Strategy==
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=== Thief ===
'''Recommended Classes:''' Thief, Rogue, Assassin
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If you are playing a thief, try to find {{s|BURNDAYRAZ}} early.  Stab your enemies for your {{a|STABBER}} bonus, then finish them off with two consecutive fireballs.  This will become increasingly easier as you level up, due to the extra bonus from stat boosters, but cannot be used against Naga as you will be weakened.  When you reach level 7, you may want to set up a mid-fight level up.  Kill monsters until you are a few experience points short of level 8, then hurt the boss until you need to drink a potion. Kill a lower level monster to level up, refilling hp and mp. If you need to, use potions. This will be an easy fight if you still have your potions.
  
This dungeon is full of nasty effects, such as weakening, poison, and mana burn, so you want to bring a more balanced class. Thief type classes work well, and are required for the quest, so it is deeply recommended you bring one. The best of the three choices is the thief, because rogues will have some trouble getting high hp and assassin have a regeneration based strategy. This dungeon is not very hard at all, so you shouldn't have troubleOne note to new players: Do not incur any weakening! It reduces your base damage per 1 point of it, which comes back to haunt you later on.
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=== Rogue ===
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If you are playing a rogue, you will need to find away to take a hit from the boss. Playing as {{r|Dwarf}} is the best option, as with a mere 400 conversion points you can eliminate the Rogue's hit point penalty. {{g|The Earthmother}} can be unlocked in this dungeon and serves as an excellent source of bonus hit points.  If you already have him unlocked, the {{g|Glowing Guardian}} also offers bonus hit points.  {{g|Taurog}} is another deity option, offering death protection instead of bonus hit points.  Be cautious if you choose to go with Taurog, as unlocking the Earthmother could disrupt your strategy and require restarting!  However, he is risky as he limits your spellcasting ability.  There are many options for bonus hit points from shop items if you already have these unlocked. As with the rogue, the {{s|BURNDAYRAZ}} is vital as it allows you to defeat foes more easily, but you will want to fireball first then use your first strike to finishThis allows you to fight naga since you will avoid taking damage from them.  Even if you lack the hit points to defeat the boss, you can often set up a mid-battle level-up and follow up with mana potions to barrage him with fireballs until he's injured enough to finish with a single blow.
  
===Thief===
 
If you are playing a thief, find BURNDAYRAZ. Fireball higher level enemies twice and then stab them to finish them off. This will become increasingly easier as you level up, due to the extra bonus from stat boosters. When you reach level 7, you may want to set up a mid-fight level up. If you do, get a few experience from level 8, then hurt the boss until you need to drink a potion. Kill a lower level monster to level up, refilling hp and mp. If you need to, use potions. This will be an easy fight. The mid-fight level up is unnecessary, but helpful if you want to crush the boss even more.
 
  
===Rogue===
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{{MainNav}}
If you are playing a rogue, you will need to find away to take a hit. If you find a CYDSTEPP glyph, all your problems are solved. If not, either stack resistances and hp, go Taurog for death protection, or go Tiki Tooki for a dodge potion. Level up using fireballs and then first strike, and you can hit naga as long as it's a first strike kill. When you reach level 7, and you can tank a shot from the boss, set up a mid-fight level up. Fireball the boss twice, level up, fireball him two more times, tank your on shot, and finish him off. Feel free to use more death protections/dodges/mp potions if necessary, and don't forget about your first strike kill. Once again, the first strike kill is unnecessary.
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===Assassin===
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If you are playing an assassin, use APHEELSIK to kill high level enemies while exploring to regenerate. Once you reach level 7, and set up a mid-fight level up if you want to, hit the boss until you cannot. Use your mid-fight level up. Hit him until you can't if you can first strike him, great! If you can't, use an hp potion and cast APHEELSIK to regenerate. Continue until he dies.
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==Quests==
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The two quests in the Southern Swamp are Swamp Romp, which requires you to beat it with a thief type class, and Way of the Open Fist part 1, which requires you to beat this with a purist monk. The for swamp romp is 250 gold, and the reward for way of the open fist part 1 is 200 gold.
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{{DD2Nav}}
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Latest revision as of 09:34, 31 October 2016

The swamp is the home of serpents and naga. Poison and weakness can lay low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled 'excavators'.
Southern Swamp
Region South
Difficulty Normal
Monster Stats 100%
Population Monster: Naga Naga, Monster: Serpent Serpent, other unlocked monsters and Monster: Mysterious Murkshade Mysterious Murkshades
Bosses Boss: Jörmungandr Jörmungandr
Suggested Classes Class: Thief Thief, Class: Rogue Rogue
Quests Quest: Swamp Romp Swamp Romp
Unlock Complete Quest: Venture Capital Venture Capital, Quest: Dangerous Investments Dangerous Investments
Southern Swamp Map

The swamp is the home of serpents and naga. Poison and weakness can lay low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled 'excavators'.

Special Rules

Dungeon filled with Monster: Mysterious Murkshade Mysterious Murkshades

Quests

Quest: Swamp Romp Swamp Romp

Defeat Dungeon: Southern Swamp Southern Swamp with Class: Thief Thief and Class: Rogue Rogue

Reward: 250 Gold Pile Icon 18.png  Unlocks: Dungeon: Hexx Ruins Hexx Ruins

Boss

Boss: Jörmungandr
Normal Difficulty with Vicious Token
Attack 75 120
Health Points 318 636
Traits
Trophy
Found
Commonly

The Monster: Serpent Serpent boss, Jörmungandr, is literally just an oversized snake. He has no additional special abilities other than improved attack damage and health that all bosses receive. Furthermore, Trait: Poisonous Poisonous is often inconsequential to have on a boss, since you will often be out of blackspace. Furthermore, you would be allocating additional resources (like Item: Health Potion Health Potion) to kill the boss anyway. This makes him one of the easiest bosses in the game.

Strategy

This dungeon is full of nasty effects, such as weakening, poison, and mana burn, but by exercising caution you can avoid all of these things. You must defeat the dungeon with both the Class: Thief Thief and Class: Rogue Rogue to proceed further into the south, so these classes are the ideal ones to play as. If you have the race unlocked, the Race: Halfling Halfling makes an excellent thief. Otherwise, Race: Human Human makes a fine default. The Race: Dwarf Dwarf is the best choice for Rogue, compensating for his otherwise meager hit points in this early stage of the game where you have yet to unlock other sources of bonus hit points.

Monster: Mysterious Murkshade Mysterious Murkshade cause Trait: Mana burn Mana burn whenever you attack them. Since mana burn is cured on level-up and does not stack for any negative effects, you can simply clear the map of Murkshade just before you're about to level up and remove this hazard. The Monster: Naga Naga are much more dangerous enemies, as they permanently lower your damage by 1 point per hit with their Trait: Weakening Weakening ability. Avoid this at all costs, as the penalties rack up and will come back to haunt you. The Rogue has an easy time with Naga, as he can often finish them with a few fireballs followed by first strike and avoid the penalty altogether. The boss, an oversized Monster: Serpent Serpent, has a poisonous attack. This means that regen-fighting is ineffective against him, but standard approaches with potions and mid-battle level-ups will work just fine.

Thief

If you are playing a thief, try to find Glyph: BURNDAYRAZ BURNDAYRAZ early. Stab your enemies for your Class trait: STABBER STABBER bonus, then finish them off with two consecutive fireballs. This will become increasingly easier as you level up, due to the extra bonus from stat boosters, but cannot be used against Naga as you will be weakened. When you reach level 7, you may want to set up a mid-fight level up. Kill monsters until you are a few experience points short of level 8, then hurt the boss until you need to drink a potion. Kill a lower level monster to level up, refilling hp and mp. If you need to, use potions. This will be an easy fight if you still have your potions.

Rogue

If you are playing a rogue, you will need to find away to take a hit from the boss. Playing as Race: Dwarf Dwarf is the best option, as with a mere 400 conversion points you can eliminate the Rogue's hit point penalty. God: The Earthmother The Earthmother can be unlocked in this dungeon and serves as an excellent source of bonus hit points. If you already have him unlocked, the God: Glowing Guardian Glowing Guardian also offers bonus hit points. God: Taurog Taurog is another deity option, offering death protection instead of bonus hit points. Be cautious if you choose to go with Taurog, as unlocking the Earthmother could disrupt your strategy and require restarting! However, he is risky as he limits your spellcasting ability. There are many options for bonus hit points from shop items if you already have these unlocked. As with the rogue, the Glyph: BURNDAYRAZ BURNDAYRAZ is vital as it allows you to defeat foes more easily, but you will want to fireball first then use your first strike to finish. This allows you to fight naga since you will avoid taking damage from them. Even if you lack the hit points to defeat the boss, you can often set up a mid-battle level-up and follow up with mana potions to barrage him with fireballs until he's injured enough to finish with a single blow.